mirror of
https://github.com/Drezil/imgui.git
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Merged from Docking branch: Various small changes, comments, typos fixes, moved blocks. To reduce overall drift. Should be no-op.
This commit is contained in:
parent
699e945a82
commit
52a9f8bd3e
95
imgui.cpp
95
imgui.cpp
@ -937,8 +937,8 @@ CODE
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#endif
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// Debug options
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#define IMGUI_DEBUG_NAV_SCORING 0
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#define IMGUI_DEBUG_NAV_RECTS 0
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#define IMGUI_DEBUG_NAV_SCORING 0 // Display navigation scoring preview when hovering items. Display last moving direction matches when holding CTRL
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#define IMGUI_DEBUG_NAV_RECTS 0 // Display the reference navigation rectangle for each window
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// Visual Studio warnings
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#ifdef _MSC_VER
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@ -998,7 +998,6 @@ static void CheckStacksSize(ImGuiWindow* window, bool write);
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static ImVec2 CalcNextScrollFromScrollTargetAndClamp(ImGuiWindow* window, bool snap_on_edges);
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static void AddDrawListToDrawData(ImVector<ImDrawList*>* out_list, ImDrawList* draw_list);
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static void AddWindowToDrawData(ImVector<ImDrawList*>* out_list, ImGuiWindow* window);
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static void AddWindowToSortBuffer(ImVector<ImGuiWindow*>* out_sorted_windows, ImGuiWindow* window);
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static ImRect GetViewportRect();
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@ -1033,7 +1032,7 @@ static ImGuiWindow* NavRestoreLastChildNavWindow(ImGuiWindow* window);
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static void UpdateMouseInputs();
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static void UpdateMouseWheel();
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static void UpdateManualResize(ImGuiWindow* window, const ImVec2& size_auto_fit, int* border_held, int resize_grip_count, ImU32 resize_grip_col[4]);
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static void RenderOuterBorders(ImGuiWindow* window, int border_held);
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static void RenderOuterBorders(ImGuiWindow* window);
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}
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@ -1170,7 +1169,8 @@ ImGuiIO::ImGuiIO()
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DisplayFramebufferScale = ImVec2(1.0f, 1.0f);
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DisplayVisibleMin = DisplayVisibleMax = ImVec2(0.0f, 0.0f);
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// Miscellaneous configuration options
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// Miscellaneous options
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MouseDrawCursor = false;
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#ifdef __APPLE__
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ConfigMacOSXBehaviors = true; // Set Mac OS X style defaults based on __APPLE__ compile time flag
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#else
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@ -2522,6 +2522,7 @@ ImGuiWindow::ImGuiWindow(ImGuiContext* context, const char* name)
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Appearing = false;
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Hidden = false;
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HasCloseButton = false;
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ResizeBorderHeld = -1;
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BeginCount = 0;
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BeginOrderWithinParent = -1;
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BeginOrderWithinContext = -1;
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@ -2850,7 +2851,8 @@ bool ImGui::IsItemHovered(ImGuiHoveredFlags flags)
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if ((window->DC.ItemFlags & ImGuiItemFlags_Disabled) && !(flags & ImGuiHoveredFlags_AllowWhenDisabled))
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return false;
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// Special handling for the 1st item after Begin() which represent the title bar. When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect tht case.
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// Special handling for the dummy item after Begin() which represent the title bar or tab.
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// When the window is collapsed (SkipItems==true) that last item will never be overwritten so we need to detect the case.
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if (window->DC.LastItemId == window->MoveId && window->WriteAccessed)
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return false;
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return true;
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@ -3084,13 +3086,17 @@ void ImGui::StartMouseMovingWindow(ImGuiWindow* window)
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{
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// Set ActiveId even if the _NoMove flag is set. Without it, dragging away from a window with _NoMove would activate hover on other windows.
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// We _also_ call this when clicking in a window empty space when io.ConfigWindowsMoveFromTitleBarOnly is set, but clear g.MovingWindow afterward.
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// This is because we want ActiveId to be set even when the window is stuck from moving.
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// This is because we want ActiveId to be set even when the window is not permitted to move.
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ImGuiContext& g = *GImGui;
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FocusWindow(window);
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SetActiveID(window->MoveId, window);
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g.NavDisableHighlight = true;
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g.ActiveIdClickOffset = g.IO.MousePos - window->RootWindow->Pos;
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if (!(window->Flags & ImGuiWindowFlags_NoMove) && !(window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
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bool can_move_window = true;
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if ((window->Flags & ImGuiWindowFlags_NoMove) || (window->RootWindow->Flags & ImGuiWindowFlags_NoMove))
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can_move_window = false;
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if (can_move_window)
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g.MovingWindow = window;
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}
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@ -3158,7 +3164,8 @@ void ImGui::UpdateMouseMovingWindowEndFrame()
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}
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else if (g.NavWindow != NULL && GetFrontMostPopupModal() == NULL)
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{
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FocusWindow(NULL); // Clicking on void disable focus
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// Clicking on void disable focus
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FocusWindow(NULL);
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}
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}
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@ -3406,7 +3413,7 @@ void ImGui::NewFrame()
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g.TooltipOverrideCount = 0;
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g.WindowsActiveCount = 0;
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// Setup current font and draw list
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// Setup current font and draw list shared data
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g.IO.Fonts->Locked = true;
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SetCurrentFont(GetDefaultFont());
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IM_ASSERT(g.Font->IsLoaded());
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@ -3418,7 +3425,7 @@ void ImGui::NewFrame()
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g.OverlayDrawList.PushClipRectFullScreen();
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g.OverlayDrawList.Flags = (g.Style.AntiAliasedLines ? ImDrawListFlags_AntiAliasedLines : 0) | (g.Style.AntiAliasedFill ? ImDrawListFlags_AntiAliasedFill : 0);
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it
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// Mark rendering data as invalid to prevent user who may have a handle on it to use it.
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g.DrawData.Clear();
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// Drag and drop keep the source ID alive so even if the source disappear our state is consistent
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@ -3545,7 +3552,7 @@ void ImGui::Initialize(ImGuiContext* context)
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ini_handler.ReadOpenFn = SettingsHandlerWindow_ReadOpen;
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ini_handler.ReadLineFn = SettingsHandlerWindow_ReadLine;
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ini_handler.WriteAllFn = SettingsHandlerWindow_WriteAll;
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g.SettingsHandlers.push_front(ini_handler);
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g.SettingsHandlers.push_back(ini_handler);
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g.Initialized = true;
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}
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@ -3585,8 +3592,7 @@ void ImGui::Shutdown(ImGuiContext* context)
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g.CurrentWindowStack.clear();
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g.WindowsById.Clear();
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g.NavWindow = NULL;
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g.HoveredWindow = NULL;
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g.HoveredRootWindow = NULL;
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g.HoveredWindow = g.HoveredRootWindow = NULL;
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g.ActiveIdWindow = g.ActiveIdPreviousFrameWindow = NULL;
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g.MovingWindow = NULL;
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g.ColorModifiers.clear();
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@ -3691,7 +3697,7 @@ static void AddWindowToDrawData(ImVector<ImDrawList*>* out_render_list, ImGuiWin
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}
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}
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static void AddWindowToDrawDataSelectLayer(ImGuiWindow* window)
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static void AddRootWindowToDrawData(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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if (window->Flags & ImGuiWindowFlags_Tooltip)
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@ -3827,7 +3833,8 @@ void ImGui::EndFrame()
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AddWindowToSortBuffer(&g.WindowsSortBuffer, window);
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}
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size); // we done something wrong
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// This usually assert if there is a mismatch between the ImGuiWindowFlags_ChildWindow / ParentWindow values and DC.ChildWindows[] in parents, aka we've done something wrong.
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IM_ASSERT(g.Windows.Size == g.WindowsSortBuffer.Size);
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g.Windows.swap(g.WindowsSortBuffer);
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g.IO.MetricsActiveWindows = g.WindowsActiveCount;
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@ -3859,11 +3866,11 @@ void ImGui::Render()
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{
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ImGuiWindow* window = g.Windows[n];
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if (IsWindowActiveAndVisible(window) && (window->Flags & ImGuiWindowFlags_ChildWindow) == 0 && window != windows_to_render_front_most[0] && window != windows_to_render_front_most[1])
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AddWindowToDrawDataSelectLayer(window);
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AddRootWindowToDrawData(window);
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}
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for (int n = 0; n < IM_ARRAYSIZE(windows_to_render_front_most); n++)
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if (windows_to_render_front_most[n] && IsWindowActiveAndVisible(windows_to_render_front_most[n])) // NavWindowingTarget is always temporarily displayed as the front-most window
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AddWindowToDrawDataSelectLayer(windows_to_render_front_most[n]);
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AddRootWindowToDrawData(windows_to_render_front_most[n]);
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g.DrawDataBuilder.FlattenIntoSingleLayer();
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// Draw software mouse cursor if requested
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@ -4227,7 +4234,10 @@ bool ImGui::IsItemFocused()
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{
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ImGuiContext& g = *GImGui;
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ImGuiWindow* window = g.CurrentWindow;
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return g.NavId && !g.NavDisableHighlight && g.NavId == window->DC.LastItemId;
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if (g.NavId == 0 || g.NavDisableHighlight || g.NavId != window->DC.LastItemId)
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return false;
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return true;
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}
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bool ImGui::IsItemClicked(int mouse_button)
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@ -4561,13 +4571,16 @@ static ImVec2 CalcSizeAutoFit(ImGuiWindow* window, const ImVec2& size_contents)
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}
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else
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{
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// When the window cannot fit all contents (either because of constraints, either because screen is too small): we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than DisplaySize-WindowPadding.
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// Maximum window size is determined by the display size
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const bool is_popup = (window->Flags & ImGuiWindowFlags_Popup) != 0;
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const bool is_menu = (window->Flags & ImGuiWindowFlags_ChildMenu) != 0;
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ImVec2 size_min = style.WindowMinSize;
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if (is_popup || is_menu) // Popups and menus bypass style.WindowMinSize by default, but we give then a non-zero minimum size to facilitate understanding problematic cases (e.g. empty popups)
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size_min = ImMin(size_min, ImVec2(4.0f, 4.0f));
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ImVec2 size_auto_fit = ImClamp(size_contents, size_min, ImMax(size_min, g.IO.DisplaySize - style.DisplaySafeAreaPadding * 2.0f));
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// When the window cannot fit all contents (either because of constraints, either because screen is too small),
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// we are growing the size on the other axis to compensate for expected scrollbar. FIXME: Might turn bigger than ViewportSize-WindowPadding.
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ImVec2 size_auto_fit_after_constraint = CalcSizeAfterConstraint(window, size_auto_fit);
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if (size_auto_fit_after_constraint.x < size_contents.x && !(window->Flags & ImGuiWindowFlags_NoScrollbar) && (window->Flags & ImGuiWindowFlags_HorizontalScrollbar))
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size_auto_fit.y += style.ScrollbarSize;
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@ -4783,13 +4796,15 @@ static void ImGui::UpdateManualResize(ImGuiWindow* window, const ImVec2& size_au
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window->Size = window->SizeFull;
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}
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static void ImGui::RenderOuterBorders(ImGuiWindow* window, int border_held)
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static void ImGui::RenderOuterBorders(ImGuiWindow* window)
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{
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ImGuiContext& g = *GImGui;
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float rounding = window->WindowRounding;
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float border_size = window->WindowBorderSize;
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if (border_size > 0.0f && !(window->Flags & ImGuiWindowFlags_NoBackground))
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window->DrawList->AddRect(window->Pos, window->Pos + window->Size, GetColorU32(ImGuiCol_Border), rounding, ImDrawCornerFlags_All, border_size);
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int border_held = window->ResizeBorderHeld;
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if (border_held != -1)
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{
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struct ImGuiResizeBorderDef
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@ -5111,9 +5126,10 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->Pos = FindBestWindowPosForPopup(window);
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// Clamp position so it stays visible
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if (!(flags & ImGuiWindowFlags_ChildWindow))
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// Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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if (!window_pos_set_by_api && !(flags & ImGuiWindowFlags_ChildWindow) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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{
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if (!window_pos_set_by_api && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0 && g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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if (g.IO.DisplaySize.x > 0.0f && g.IO.DisplaySize.y > 0.0f) // Ignore zero-sized display explicitly to avoid losing positions if a window manager reports zero-sized window when initializing or minimizing.
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{
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ImVec2 padding = ImMax(style.DisplayWindowPadding, style.DisplaySafeAreaPadding);
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ImVec2 size_for_clamping = ((g.IO.ConfigWindowsMoveFromTitleBarOnly) && !(window->Flags & ImGuiWindowFlags_NoTitleBar)) ? ImVec2(window->Size.x, window->TitleBarHeight()) : window->Size;
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@ -5139,8 +5155,12 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Apply window focus (new and reactivated windows are moved to front)
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bool want_focus = false;
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if (window_just_activated_by_user && !(flags & ImGuiWindowFlags_NoFocusOnAppearing))
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if (!(flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) || (flags & ImGuiWindowFlags_Popup))
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{
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if (flags & ImGuiWindowFlags_Popup)
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want_focus = true;
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else if ((flags & (ImGuiWindowFlags_ChildWindow | ImGuiWindowFlags_Tooltip)) == 0)
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want_focus = true;
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}
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// Handle manual resize: Resize Grips, Borders, Gamepad
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int border_held = -1;
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@ -5149,6 +5169,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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const float grip_draw_size = (float)(int)ImMax(g.FontSize * 1.35f, window->WindowRounding + 1.0f + g.FontSize * 0.2f);
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if (!window->Collapsed)
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UpdateManualResize(window, size_auto_fit, &border_held, resize_grip_count, &resize_grip_col[0]);
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window->ResizeBorderHeld = (signed char)border_held;
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// Default item width. Make it proportional to window size if window manually resizes
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if (window->Size.x > 0.0f && !(flags & ImGuiWindowFlags_Tooltip) && !(flags & ImGuiWindowFlags_AlwaysAutoResize))
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@ -5187,6 +5208,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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// Draw window + handle manual resize
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// As we highlight the title bar when want_focus is set, multiple reappearing windows will have have their title bar highlighted on their reappearing frame.
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const float window_rounding = window->WindowRounding;
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const float window_border_size = window->WindowBorderSize;
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const ImGuiWindow* window_to_highlight = g.NavWindowingTarget ? g.NavWindowingTarget : g.NavWindow;
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@ -5207,8 +5229,11 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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if (!(flags & ImGuiWindowFlags_NoBackground))
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{
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ImU32 bg_col = GetColorU32(GetWindowBgColorIdxFromFlags(flags));
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float alpha = 1.0f;
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if (g.NextWindowData.BgAlphaCond != 0)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(g.NextWindowData.BgAlphaVal) << IM_COL32_A_SHIFT);
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alpha = g.NextWindowData.BgAlphaVal;
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if (alpha != 1.0f)
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bg_col = (bg_col & ~IM_COL32_A_MASK) | (IM_F32_TO_INT8_SAT(alpha) << IM_COL32_A_SHIFT);
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window->DrawList->AddRectFilled(window->Pos + ImVec2(0, window->TitleBarHeight()), window->Pos + window->Size, bg_col, window_rounding, (flags & ImGuiWindowFlags_NoTitleBar) ? ImDrawCornerFlags_All : ImDrawCornerFlags_Bot);
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}
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g.NextWindowData.BgAlphaCond = 0;
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@ -5251,7 +5276,7 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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}
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// Borders
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RenderOuterBorders(window, border_held);
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RenderOuterBorders(window);
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}
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// Draw navigation selection/windowing rectangle border
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@ -5408,7 +5433,8 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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window->InnerClipRect.Max.x = ImFloor(0.5f + window->InnerMainRect.Max.x - ImMax(0.0f, ImFloor(window->WindowPadding.x*0.5f - window->WindowBorderSize)));
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window->InnerClipRect.Max.y = ImFloor(0.5f + window->InnerMainRect.Max.y);
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// After Begin() we fill the last item / hovered data based on title bar data. It is a standard behavior (to allow creation of context menus on title bar only, etc.).
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// We fill last item data based on Title Bar, in order for IsItemHovered() and IsItemActive() to be usable after Begin().
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// This is useful to allow creating context menus on title bar only, etc.
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window->DC.LastItemId = window->MoveId;
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window->DC.LastItemStatusFlags = IsMouseHoveringRect(title_bar_rect.Min, title_bar_rect.Max, false) ? ImGuiItemStatusFlags_HoveredRect : 0;
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window->DC.LastItemRect = title_bar_rect;
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@ -5428,7 +5454,6 @@ bool ImGui::Begin(const char* name, bool* p_open, ImGuiWindowFlags flags)
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// Child window can be out of sight and have "negative" clip windows.
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// Mark them as collapsed so commands are skipped earlier (we can't manually collapse them because they have no title bar).
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IM_ASSERT((flags & ImGuiWindowFlags_NoTitleBar) != 0);
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if (!(flags & ImGuiWindowFlags_AlwaysAutoResize) && window->AutoFitFramesX <= 0 && window->AutoFitFramesY <= 0)
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if (window->OuterRectClipped.Min.x >= window->OuterRectClipped.Max.x || window->OuterRectClipped.Min.y >= window->OuterRectClipped.Max.y)
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window->HiddenFramesRegular = 1;
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@ -5553,7 +5578,7 @@ void ImGui::FocusWindow(ImGuiWindow* window)
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g.NavId = window ? window->NavLastIds[0] : 0; // Restore NavId
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g.NavIdIsAlive = false;
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g.NavLayer = ImGuiNavLayer_Main;
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//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", g.FrameCount, window ? window->Name : NULL);
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//IMGUI_DEBUG_LOG("FocusWindow(\"%s\")\n", window ? window->Name : NULL);
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}
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// Passing NULL allow to disable keyboard focus
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@ -6821,7 +6846,7 @@ void ImGui::ClosePopupToLevel(int remaining, bool apply_focus_to_window_under)
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// FIXME: This code is faulty and we may want to eventually to replace or remove the 'apply_focus_to_window_under=true' path completely.
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// Instead of using g.OpenPopupStack[remaining-1].Window etc. we should find the highest root window that is behind the popups we are closing.
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// The current code will set focus to the parent of the popup window which is incorrect.
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// It rarely manifested until now because UpdateMouseMovingWindow() would call FocusWindow() again on the clicked window,
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// It rarely manifested until now because UpdateMouseMovingWindowNewFrame() would call FocusWindow() again on the clicked window,
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// leading to a chain of focusing A (clicked window) then B (parent window of the popup) then A again.
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// However if the clicked window has the _NoMove flag set we would be left with B focused.
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// For now, we have disabled this path when called from ClosePopupsOverWindow() because the users of ClosePopupsOverWindow() don't need to alter focus anyway,
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@ -8728,6 +8753,9 @@ void ImGui::EndDragDropTarget()
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//-----------------------------------------------------------------------------
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// [SECTION] LOGGING/CAPTURING
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//-----------------------------------------------------------------------------
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// All text output from the interface can be captured into tty/file/clipboard.
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// By default, tree nodes are automatically opened during logging.
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//-----------------------------------------------------------------------------
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// Pass text data straight to log (without being displayed)
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void ImGui::LogText(const char* fmt, ...)
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@ -8931,6 +8959,13 @@ ImGuiWindowSettings* ImGui::FindWindowSettings(ImGuiID id)
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return NULL;
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}
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ImGuiWindowSettings* ImGui::FindOrCreateWindowSettings(const char* name)
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{
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if (ImGuiWindowSettings* settings = FindWindowSettings(ImHashStr(name, 0)))
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return settings;
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return CreateNewWindowSettings(name);
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}
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void ImGui::LoadIniSettingsFromDisk(const char* ini_filename)
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{
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size_t file_data_size = 0;
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11
imgui.h
11
imgui.h
@ -255,7 +255,8 @@ namespace ImGui
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IMGUI_API bool IsWindowCollapsed();
|
||||
IMGUI_API bool IsWindowFocused(ImGuiFocusedFlags flags=0); // is current window focused? or its root/child, depending on flags. see flags for options.
|
||||
IMGUI_API bool IsWindowHovered(ImGuiHoveredFlags flags=0); // is current window hovered (and typically: not blocked by a popup/modal)? see flags for options. NB: If you are trying to check whether your mouse should be dispatched to imgui or to your app, you should use the 'io.WantCaptureMouse' boolean for that! Please read the FAQ!
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the window, to append your own drawing primitives
|
||||
IMGUI_API ImDrawList* GetWindowDrawList(); // get draw list associated to the current window, to append your own drawing primitives
|
||||
|
||||
IMGUI_API ImVec2 GetWindowPos(); // get current window position in screen space (useful if you want to do your own drawing via the DrawList API)
|
||||
IMGUI_API ImVec2 GetWindowSize(); // get current window size
|
||||
IMGUI_API float GetWindowWidth(); // get current window width (shortcut for GetWindowSize().x)
|
||||
@ -1281,7 +1282,7 @@ struct ImGuiIO
|
||||
|
||||
ImGuiConfigFlags ConfigFlags; // = 0 // See ImGuiConfigFlags_ enum. Set by user/application. Gamepad/keyboard navigation options, etc.
|
||||
ImGuiBackendFlags BackendFlags; // = 0 // See ImGuiBackendFlags_ enum. Set by back-end (imgui_impl_xxx files or custom back-end) to communicate features supported by the back-end.
|
||||
ImVec2 DisplaySize; // <unset> // Main display size, in pixels. For clamping windows positions.
|
||||
ImVec2 DisplaySize; // <unset> // Main display size, in pixels.
|
||||
float DeltaTime; // = 1.0f/60.0f // Time elapsed since last frame, in seconds.
|
||||
float IniSavingRate; // = 5.0f // Minimum time between saving positions/sizes to .ini file, in seconds.
|
||||
const char* IniFilename; // = "imgui.ini" // Path to .ini file. Set NULL to disable automatic .ini loading/saving, if e.g. you want to manually load/save from memory.
|
||||
@ -1298,16 +1299,16 @@ struct ImGuiIO
|
||||
float FontGlobalScale; // = 1.0f // Global scale all fonts
|
||||
bool FontAllowUserScaling; // = false // Allow user scaling text of individual window with CTRL+Wheel.
|
||||
ImFont* FontDefault; // = NULL // Font to use on NewFrame(). Use NULL to uses Fonts->Fonts[0].
|
||||
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
ImVec2 DisplayFramebufferScale; // = (1.0f,1.0f) // For hi-dpi/retina display or other situations where window coordinates are different from framebuffer coordinates. User storage only, presently not used by ImGui.
|
||||
ImVec2 DisplayVisibleMin; // <unset> // [OBSOLETE] If you use DisplaySize as a virtual space larger than your screen, set DisplayVisibleMin/Max to the visible area.
|
||||
ImVec2 DisplayVisibleMax; // <unset> // [OBSOLETE] Just use io.DisplaySize! If the values are the same, we defaults to Min=(0.0f) and Max=DisplaySize
|
||||
|
||||
// Miscellaneous configuration options
|
||||
// Miscellaneous options
|
||||
bool MouseDrawCursor; // = false // Request ImGui to draw a mouse cursor for you (if you are on a platform without a mouse cursor). Cannot be easily renamed to 'io.ConfigXXX' because this is frequently used by back-end implementations.
|
||||
bool ConfigMacOSXBehaviors; // = defined(__APPLE__) // OS X style: Text editing cursor movement using Alt instead of Ctrl, Shortcuts using Cmd/Super instead of Ctrl, Line/Text Start and End using Cmd+Arrows instead of Home/End, Double click selects by word instead of selecting whole text, Multi-selection in lists uses Cmd/Super instead of Ctrl (was called io.OptMacOSXBehaviors prior to 1.63)
|
||||
bool ConfigInputTextCursorBlink; // = true // Set to false to disable blinking cursor, for users who consider it distracting. (was called: io.OptCursorBlink prior to 1.63)
|
||||
bool ConfigWindowsResizeFromEdges; // = true // Enable resizing of windows from their edges and from the lower-left corner. This requires (io.BackendFlags & ImGuiBackendFlags_HasMouseCursors) because it needs mouse cursor feedback. (This used to be the a per-window ImGuiWindowFlags_ResizeFromAnySide flag)
|
||||
bool ConfigWindowsMoveFromTitleBarOnly;// = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
|
||||
bool ConfigWindowsMoveFromTitleBarOnly; // = false // [BETA] Set to true to only allow moving windows when clicked+dragged from the title bar. Windows without a title bar are not affected.
|
||||
|
||||
//------------------------------------------------------------------
|
||||
// Platform Functions
|
||||
|
@ -338,6 +338,7 @@ void ImGui::ShowDemoWindow(bool* p_open)
|
||||
|
||||
if (ImGui::TreeNode("Backend Flags"))
|
||||
{
|
||||
ShowHelpMarker("Those flags are set by the back-ends (imgui_impl_xxx files) to specify their capabilities.");
|
||||
ImGuiBackendFlags backend_flags = io.BackendFlags; // Make a local copy to avoid modifying the back-end flags.
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasGamepad", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasGamepad);
|
||||
ImGui::CheckboxFlags("io.BackendFlags: HasMouseCursors", (unsigned int *)&backend_flags, ImGuiBackendFlags_HasMouseCursors);
|
||||
@ -2806,8 +2807,8 @@ void ImGui::ShowStyleEditor(ImGuiStyle* ref)
|
||||
ImGui::SliderFloat("FrameBorderSize", &style.FrameBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::SliderFloat("TabBorderSize", &style.TabBorderSize, 0.0f, 1.0f, "%.0f");
|
||||
ImGui::Text("Rounding");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 14.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 16.0f, "%.0f");
|
||||
ImGui::SliderFloat("WindowRounding", &style.WindowRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ChildRounding", &style.ChildRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("FrameRounding", &style.FrameRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("ScrollbarRounding", &style.ScrollbarRounding, 0.0f, 12.0f, "%.0f");
|
||||
ImGui::SliderFloat("GrabRounding", &style.GrabRounding, 0.0f, 12.0f, "%.0f");
|
||||
|
@ -126,6 +126,7 @@ extern IMGUI_API ImGuiContext* GImGui; // Current implicit ImGui context pointe
|
||||
#else
|
||||
#define IM_NEWLINE "\n"
|
||||
#endif
|
||||
|
||||
#define IMGUI_DEBUG_LOG(_FMT,...) printf("[%05d] " _FMT, GImGui->FrameCount, __VA_ARGS__)
|
||||
#define IM_STATIC_ASSERT(_COND) typedef char static_assertion_##__line__[(_COND)?1:-1]
|
||||
#define IM_F32_TO_INT8_UNBOUND(_VAL) ((int)((_VAL) * 255.0f + ((_VAL)>=0 ? 0.5f : -0.5f))) // Unsaturated, for display purpose
|
||||
@ -286,14 +287,6 @@ struct IMGUI_API ImPool
|
||||
// Misc data structures
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
|
||||
struct ImVec1
|
||||
{
|
||||
float x;
|
||||
ImVec1() { x = 0.0f; }
|
||||
ImVec1(float _x) { x = _x; }
|
||||
};
|
||||
|
||||
enum ImGuiButtonFlags_
|
||||
{
|
||||
ImGuiButtonFlags_None = 0,
|
||||
@ -352,6 +345,19 @@ enum ImGuiSeparatorFlags_
|
||||
ImGuiSeparatorFlags_Vertical = 1 << 1
|
||||
};
|
||||
|
||||
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
|
||||
// This is going to be exposed in imgui.h when stabilized enough.
|
||||
enum ImGuiItemFlags_
|
||||
{
|
||||
ImGuiItemFlags_NoTabStop = 1 << 0, // false
|
||||
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
||||
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
|
||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
||||
ImGuiItemFlags_Default_ = 0
|
||||
};
|
||||
|
||||
// Storage for LastItem data
|
||||
enum ImGuiItemStatusFlags_
|
||||
{
|
||||
@ -460,6 +466,15 @@ enum ImGuiPopupPositionPolicy
|
||||
ImGuiPopupPositionPolicy_ComboBox
|
||||
};
|
||||
|
||||
// 1D vector (this odd construct is used to facilitate the transition between 1D and 2D, and the maintenance of some branches/patches)
|
||||
struct ImVec1
|
||||
{
|
||||
float x;
|
||||
ImVec1() { x = 0.0f; }
|
||||
ImVec1(float _x) { x = _x; }
|
||||
};
|
||||
|
||||
|
||||
// 2D axis aligned bounding-box
|
||||
// NB: we can't rely on ImVec2 math operators being available here
|
||||
struct IMGUI_API ImRect
|
||||
@ -585,8 +600,8 @@ struct ImGuiWindowSettings
|
||||
|
||||
struct ImGuiSettingsHandler
|
||||
{
|
||||
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
|
||||
ImGuiID TypeHash; // == ImHash(TypeName, 0, 0)
|
||||
const char* TypeName; // Short description stored in .ini file. Disallowed characters: '[' ']'
|
||||
ImGuiID TypeHash; // == ImHashStr(TypeName, 0, 0)
|
||||
void* (*ReadOpenFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, const char* name); // Read: Called when entering into a new ini entry e.g. "[Window][Name]"
|
||||
void (*ReadLineFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, void* entry, const char* line); // Read: Called for every line of text within an ini entry
|
||||
void (*WriteAllFn)(ImGuiContext* ctx, ImGuiSettingsHandler* handler, ImGuiTextBuffer* out_buf); // Write: Output every entries into 'out_buf'
|
||||
@ -726,6 +741,10 @@ struct ImGuiNextWindowData
|
||||
}
|
||||
};
|
||||
|
||||
//-----------------------------------------------------------------------------
|
||||
// Tabs
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
struct ImGuiTabBarSortItem
|
||||
{
|
||||
int Index;
|
||||
@ -1010,18 +1029,9 @@ struct ImGuiContext
|
||||
}
|
||||
};
|
||||
|
||||
// Transient per-window flags, reset at the beginning of the frame. For child window, inherited from parent on first Begin().
|
||||
// This is going to be exposed in imgui.h when stabilized enough.
|
||||
enum ImGuiItemFlags_
|
||||
{
|
||||
ImGuiItemFlags_NoTabStop = 1 << 0, // false
|
||||
ImGuiItemFlags_ButtonRepeat = 1 << 1, // false // Button() will return true multiple times based on io.KeyRepeatDelay and io.KeyRepeatRate settings.
|
||||
ImGuiItemFlags_Disabled = 1 << 2, // false // [BETA] Disable interactions but doesn't affect visuals yet. See github.com/ocornut/imgui/issues/211
|
||||
ImGuiItemFlags_NoNav = 1 << 3, // false
|
||||
ImGuiItemFlags_NoNavDefaultFocus = 1 << 4, // false
|
||||
ImGuiItemFlags_SelectableDontClosePopup = 1 << 5, // false // MenuItem/Selectable() automatically closes current Popup window
|
||||
ImGuiItemFlags_Default_ = 0
|
||||
};
|
||||
//-----------------------------------------------------------------------------
|
||||
// ImGuiWindow
|
||||
//-----------------------------------------------------------------------------
|
||||
|
||||
// Transient per-window data, reset at the beginning of the frame. This used to be called ImGuiDrawContext, hence the DC variable name in ImGuiWindow.
|
||||
// FIXME: That's theory, in practice the delimitation between ImGuiWindow and ImGuiWindowTempData is quite tenuous and could be reconsidered.
|
||||
@ -1134,6 +1144,7 @@ struct IMGUI_API ImGuiWindow
|
||||
bool Appearing; // Set during the frame where the window is appearing (or re-appearing)
|
||||
bool Hidden; // Do not display (== (HiddenFramesForResize > 0) ||
|
||||
bool HasCloseButton; // Set when the window has a close button (p_open != NULL)
|
||||
signed char ResizeBorderHeld; // Current border being held for resize (-1: none, otherwise 0-3)
|
||||
short BeginCount; // Number of Begin() during the current frame (generally 0 or 1, 1+ if appending via multiple Begin/End pairs)
|
||||
short BeginOrderWithinParent; // Order within immediate parent window, if we are a child window. Otherwise 0.
|
||||
short BeginOrderWithinContext; // Order within entire imgui context. This is mostly used for debugging submission order related issues.
|
||||
@ -1317,6 +1328,7 @@ namespace ImGui
|
||||
IMGUI_API void MarkIniSettingsDirty(ImGuiWindow* window);
|
||||
IMGUI_API ImGuiWindowSettings* CreateNewWindowSettings(const char* name);
|
||||
IMGUI_API ImGuiWindowSettings* FindWindowSettings(ImGuiID id);
|
||||
IMGUI_API ImGuiWindowSettings* FindOrCreateWindowSettings(const char* name);
|
||||
IMGUI_API ImGuiSettingsHandler* FindSettingsHandler(const char* type_name);
|
||||
|
||||
// Basic Accessors
|
||||
|
Loading…
Reference in New Issue
Block a user